Gameplay Overview

Verse is a bulky zoner with a handbag of dastardly mixups from almost anywhere on the map. With 2 different height fireballs, a command grab that hit 3/4 across the screen, a sliding sweep that can reach even further, an anti-air that can easily combo into super or hard knockdown, and auto-guard on his st.D, he can keep his opponent at bay. He's got invincible reversal supers, a 2 hit cr.C, a command normal that jumps but can hit low, a teleport, a cross-up, 275 damage off of a cr.B and an overhead that combos into an OTG super.

This all comes at the expense of speed however, which is why Verse spends more time pelting the opponent where he stands then weaving in and out of combat. Or he can just grab them and and carry them to their doom. Whichever is most convenient.

Normals

Standing

st. A: 25 damage. Basic jab. Kind of slow on startup for a jab, but decent range. May whiff on smaller characters. Barely negative on block.

st. B: 30 damage. Verse kicks up and forward. Decent range, same height as far LP. More negative on block than far LP.

st. C: 70 damage. Verse sends a powerful uppercut forward, sending the opponent up in the air. This move has a lot of start up and is very negative on block, but pushes you to half screen. Can be used as an anti-air, but better just saving it for combos. Special cancel-able and chains into cr.A, cr.B, and Star Crash.

st. D: 80 damage. Verse performs a spinning kick from a massive distance. This move is barely negative on block, huge startup, but has autoguard until the active hitbox comes out.

cr. C: 100 damage. 2 hits, 30 on the first and 70 on the second. Good damage and decently safe on block. It pushes Verse back to halfscreen on block. Cancellable on both hits.

cr. D: 80 damage. Verse's sweep. This move is plus on block at max range, minus at close range. Holding down back will make him slide significantly shorter, while holding down forward will make him slide significantly further.

Jumping

j. A: 45 damage. Verse places both hands below and in front of him. Good jump away button, fast and nice range. This does 40 damage if hopped.

Both A and C version do 60 dmg. A version is higher and flies over crouchers, while C version is lower but a bit slower

EX: 2 hits, 65 each. This version shoots the high fist followed by the low one.

Stray Scaffold - (hcb + B/D)

Verse sends both hands out to capture the opponent. The opponent is pulled into a bubble that is moved a short distance toward Verse. The opponent is considered airborne during this time.

Considered a command grab and will hit roughly 3/4th of the screen. Very useful for resets and catching opponents shaking in their boots.

It has meaty active frames and can be used to catch jumpers at a distance.

EX: This version is much faster, which allows it to be comboed into

Darkness Collision - (dpb + A/C)

Verse's "DP". He brings a fiery fist down in front of him, giving his opponent a hard knockdown if it connects.

This can be used for spacing and anti-air, since it has a tall hitbox, is mostly unpunishable and super cancels for extra damage.

A version does 78 damage and 2 hits, C version a bit more damage but is slower and more negative on block.

If used at the tip of st.A's range, when only the last hit connects on a grounded opponent, This move will cause crumple instead of hard knockdown, allowing for much more damaging combos.

EX: 151 damage. 3 hits, 40 on the first hit and 60 on the last two before scaling. Verse steps forward a bit for the first attack and it hits low, but if blocked, can be countered by most jabs before the second and third hits arrive. Opponent bounces a bit allowing for combo followup.

Dark Quanta - (d + AC)

Verse has a teleport. Depending on what direction you hold, forward or backward, Verse moves in that direction. You can also not choose a direction and simply stay invulnerable for a short while. This move does have a bit of startup and recovery, but can be used to pass through projectiles or chase after a ground tech.

Forward - ( f )

Backward - ( b )

Super Special Moves

Verse Run - (qcfX2 + A/C)

Verse Ray: Souped up Stray Hand. Verse shoots a massive hand that flies across the screen at mid height.

180 damage and has invuln frames on startup.

Max: 327 damage. 3 hits, 115 damage each before scaling.

Meteor Verse - (qcfx2 + B/D)

Verse drops a barrage of fists from the sky a fixed distance away from him. This super can hit downed opponents (OTG), like after being hit with cl.C or Darkness Collision.

Note not all hits will always connect.

Hits overhead.

Max: A massive barrage of fists drop, dealing 40 damage with the first, dropping by 2 damage with each fist before damage scaling maxes out at 20 damage per fist. This version will rain the fists starting in front of Verse, but eventually hit those at an HK version's distance away as well.